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			867 lines
		
	
	
	
		
			30 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			867 lines
		
	
	
	
		
			30 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "physic.hpp"
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#include <btBulletDynamicsCommon.h>
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#include <btBulletCollisionCommon.h>
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#include <BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h>
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#include <components/nifbullet/bulletnifloader.hpp>
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#include "OgreRoot.h"
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#include "BtOgrePG.h"
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#include "BtOgreGP.h"
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#include "BtOgreExtras.h"
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#include <boost/lexical_cast.hpp>
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#include <boost/format.hpp>
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namespace
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{
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// Create a copy of the given collision shape (responsibility of user to delete the returned shape).
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btCollisionShape *duplicateCollisionShape(btCollisionShape *shape)
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{
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    if(shape->isCompound())
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    {
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        btCompoundShape *comp = static_cast<btCompoundShape*>(shape);
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        btCompoundShape *newShape = new btCompoundShape;
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        int numShapes = comp->getNumChildShapes();
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        for(int i = 0;i < numShapes;i++)
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        {
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            btCollisionShape *child = duplicateCollisionShape(comp->getChildShape(i));
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            btTransform trans = comp->getChildTransform(i);
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            newShape->addChildShape(trans, child);
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        }
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        return newShape;
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    }
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    if(btBvhTriangleMeshShape *trishape = dynamic_cast<btBvhTriangleMeshShape*>(shape))
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    {
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        btTriangleMesh* oldMesh = dynamic_cast<btTriangleMesh*>(trishape->getMeshInterface());
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        btTriangleMesh* newMesh = new btTriangleMesh(*oldMesh);
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        NifBullet::TriangleMeshShape *newShape = new NifBullet::TriangleMeshShape(newMesh, true);
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        return newShape;
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    }
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    throw std::logic_error(std::string("Unhandled Bullet shape duplication: ")+shape->getName());
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}
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void deleteShape(btCollisionShape* shape)
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{
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    if(shape!=NULL)
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    {
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        if(shape->isCompound())
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        {
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            btCompoundShape* ms = static_cast<btCompoundShape*>(shape);
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            int a = ms->getNumChildShapes();
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            for(int i=0; i <a;i++)
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            {
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                deleteShape(ms->getChildShape(i));
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            }
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        }
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        delete shape;
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    }
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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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    PhysicActor::PhysicActor(const std::string &name, const std::string &mesh, PhysicEngine *engine, const Ogre::Vector3 &position, const Ogre::Quaternion &rotation, float scale)
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      : mName(name), mEngine(engine), mMesh(mesh)
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      , mBody(0), mOnGround(false), mInternalCollisionMode(true)
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      , mExternalCollisionMode(true)
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      , mForce(0.0f)
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      , mScale(scale)
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      , mWalkingOnWater(false)
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      , mCanWaterWalk(false)
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    {
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        if (!NifBullet::getBoundingBox(mMesh, mHalfExtents, mMeshTranslation, mMeshOrientation))
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        {
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            mHalfExtents = Ogre::Vector3(0.f);
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            mMeshTranslation = Ogre::Vector3(0.f);
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            mMeshOrientation = Ogre::Quaternion::IDENTITY;
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        }
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        // Use capsule shape only if base is square (nonuniform scaling apparently doesn't work on it)
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        if (std::abs(mHalfExtents.x-mHalfExtents.y)<mHalfExtents.x*0.05 && mHalfExtents.z >= mHalfExtents.x)
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        {
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            // Could also be btCapsuleShapeZ, but the movement solver seems to have issues with it (jumping on slopes doesn't work)
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            mShape.reset(new btCylinderShapeZ(BtOgre::Convert::toBullet(mHalfExtents)));
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        }
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        else
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            mShape.reset(new btBoxShape(BtOgre::Convert::toBullet(mHalfExtents)));
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        mShape->setLocalScaling(btVector3(scale,scale,scale));
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        btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo
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                (0,0, mShape.get());
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        mBody = new RigidBody(CI, name);
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        mBody->mPlaceable = false;
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        mBody->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
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        mBody->setActivationState(DISABLE_DEACTIVATION);
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        setPosition(position);
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        setRotation(rotation);
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        updateCollisionMask();
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    }
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    PhysicActor::~PhysicActor()
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    {
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        if(mBody)
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        {
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            mEngine->mDynamicsWorld->removeRigidBody(mBody);
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            delete mBody;
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        }  
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    }
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    void PhysicActor::enableCollisionMode(bool collision)
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    {
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        mInternalCollisionMode = collision;
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    }
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    void PhysicActor::enableCollisionBody(bool collision)
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    {
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        if (mExternalCollisionMode != collision)
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        {
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            mExternalCollisionMode = collision;
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            updateCollisionMask();
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        }
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    }
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    void PhysicActor::updateCollisionMask()
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    {
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        mEngine->mDynamicsWorld->removeRigidBody(mBody);
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        int collisionMask = CollisionType_World | CollisionType_HeightMap;
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        if (mExternalCollisionMode)
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            collisionMask |= CollisionType_Actor | CollisionType_Projectile;
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        if (mCanWaterWalk)
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            collisionMask |= CollisionType_Water;
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        mEngine->mDynamicsWorld->addRigidBody(mBody, CollisionType_Actor, collisionMask);
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    }
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    const Ogre::Vector3& PhysicActor::getPosition() const
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    {
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        return mPosition;
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    }
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    void PhysicActor::setPosition(const Ogre::Vector3 &position)
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    {
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        assert(mBody);
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        mPosition = position;
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        btTransform tr = mBody->getWorldTransform();
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        Ogre::Quaternion meshrot = mMeshOrientation;
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        Ogre::Vector3 transrot = meshrot * (mMeshTranslation * mScale);
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        Ogre::Vector3 newPosition = transrot + position;
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        tr.setOrigin(BtOgre::Convert::toBullet(newPosition));
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        mBody->setWorldTransform(tr);
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    }
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    void PhysicActor::setRotation (const Ogre::Quaternion& rotation)
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    {
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        btTransform tr = mBody->getWorldTransform();
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        tr.setRotation(BtOgre::Convert::toBullet(mMeshOrientation * rotation));
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        mBody->setWorldTransform(tr);
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    }
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    void PhysicActor::setScale(float scale)
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    {
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        mScale = scale;
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        mShape->setLocalScaling(btVector3(scale,scale,scale));
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        setPosition(mPosition);
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    }
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    Ogre::Vector3 PhysicActor::getHalfExtents() const
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    {
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        return mHalfExtents * mScale;
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    }
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    void PhysicActor::setInertialForce(const Ogre::Vector3 &force)
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    {
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        mForce = force;
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    }
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    void PhysicActor::setOnGround(bool grounded)
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    {
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        mOnGround = grounded;
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    }
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    bool PhysicActor::isWalkingOnWater() const
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    {
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        return mWalkingOnWater;
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    }
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    void PhysicActor::setWalkingOnWater(bool walkingOnWater)
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    {
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        mWalkingOnWater = walkingOnWater;
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    }
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    void PhysicActor::setCanWaterWalk(bool waterWalk)
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    {
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        if (waterWalk != mCanWaterWalk)
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        {
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            mCanWaterWalk = waterWalk;
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            updateCollisionMask();
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        }
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    }
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    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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    RigidBody::RigidBody(btRigidBody::btRigidBodyConstructionInfo& CI,std::string name)
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        : btRigidBody(CI)
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        , mName(name)
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        , mPlaceable(false)
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    {
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    }
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    RigidBody::~RigidBody()
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    {
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        delete getMotionState();
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    }
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    ///////////////////////////////////////////////////////////////////////////////////////////////////////
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    ///////////////////////////////////////////////////////////////////////////////////////////////////////
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    PhysicEngine::PhysicEngine(BulletShapeLoader* shapeLoader) :
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        mDebugActive(0)
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      , mSceneMgr(NULL)
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    {
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        // Set up the collision configuration and dispatcher
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        collisionConfiguration = new btDefaultCollisionConfiguration();
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        dispatcher = new btCollisionDispatcher(collisionConfiguration);
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        // The actual physics solver
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        solver = new btSequentialImpulseConstraintSolver;
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        broadphase = new btDbvtBroadphase();
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        // The world.
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        mDynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
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        // Don't update AABBs of all objects every frame. Most objects in MW are static, so we don't need this.
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        // Should a "static" object ever be moved, we have to update its AABB manually using DynamicsWorld::updateSingleAabb.
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        mDynamicsWorld->setForceUpdateAllAabbs(false);
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        mDynamicsWorld->setGravity(btVector3(0,0,-10));
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        if(BulletShapeManager::getSingletonPtr() == NULL)
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        {
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            new BulletShapeManager();
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        }
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        //TODO:singleton?
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        mShapeLoader = shapeLoader;
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        isDebugCreated = false;
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        mDebugDrawer = NULL;
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    }
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    void PhysicEngine::createDebugRendering()
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    {
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        if(!isDebugCreated)
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        {
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            Ogre::SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
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            mDebugDrawer = new BtOgre::DebugDrawer(node, mDynamicsWorld);
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            mDynamicsWorld->setDebugDrawer(mDebugDrawer);
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            isDebugCreated = true;
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            mDynamicsWorld->debugDrawWorld();
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        }
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    }
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    void PhysicEngine::setDebugRenderingMode(int mode)
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    {
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        if(!isDebugCreated)
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        {
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            createDebugRendering();
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        }
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        mDebugDrawer->setDebugMode(mode);
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        mDebugActive = mode;
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    }
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    bool  PhysicEngine::toggleDebugRendering()
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    {
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        setDebugRenderingMode(!mDebugActive);
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        return mDebugActive;
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    }
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    void PhysicEngine::setSceneManager(Ogre::SceneManager* sceneMgr)
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    {
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        mSceneMgr = sceneMgr;
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    }
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    PhysicEngine::~PhysicEngine()
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    {
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        for (std::map<RigidBody*, AnimatedShapeInstance>::iterator it = mAnimatedShapes.begin(); it != mAnimatedShapes.end(); ++it)
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            deleteShape(it->second.mCompound);
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        for (std::map<RigidBody*, AnimatedShapeInstance>::iterator it = mAnimatedRaycastingShapes.begin(); it != mAnimatedRaycastingShapes.end(); ++it)
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            deleteShape(it->second.mCompound);
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        HeightFieldContainer::iterator hf_it = mHeightFieldMap.begin();
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        for (; hf_it != mHeightFieldMap.end(); ++hf_it)
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        {
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            mDynamicsWorld->removeRigidBody(hf_it->second.mBody);
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            delete hf_it->second.mShape;
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            delete hf_it->second.mBody;
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        }
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        RigidBodyContainer::iterator rb_it = mCollisionObjectMap.begin();
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        for (; rb_it != mCollisionObjectMap.end(); ++rb_it)
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        {
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            if (rb_it->second != NULL)
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            {
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                mDynamicsWorld->removeRigidBody(rb_it->second);
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                delete rb_it->second;
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                rb_it->second = NULL;
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            }
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        }
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        rb_it = mRaycastingObjectMap.begin();
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        for (; rb_it != mRaycastingObjectMap.end(); ++rb_it)
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        {
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            if (rb_it->second != NULL)
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            {
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                mDynamicsWorld->removeRigidBody(rb_it->second);
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                delete rb_it->second;
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                rb_it->second = NULL;
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            }
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        }
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        PhysicActorContainer::iterator pa_it = mActorMap.begin();
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        for (; pa_it != mActorMap.end(); ++pa_it)
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        {
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            if (pa_it->second != NULL)
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            {
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                delete pa_it->second;
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                pa_it->second = NULL;
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            }
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        }
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        delete mDebugDrawer;
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        delete mDynamicsWorld;
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        delete solver;
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        delete collisionConfiguration;
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        delete dispatcher;
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        delete broadphase;
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        delete mShapeLoader;
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        delete BulletShapeManager::getSingletonPtr();
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    }
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    void PhysicEngine::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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        const std::string name = "HeightField_"
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            + boost::lexical_cast<std::string>(x) + "_"
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            + boost::lexical_cast<std::string>(y);
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        // find the minimum and maximum heights (needed for bullet)
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        float minh = heights[0];
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        float maxh = heights[0];
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        for (int i=0; i<sqrtVerts*sqrtVerts; ++i)
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        {
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            float h = heights[i];
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            if (h>maxh) maxh = h;
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            if (h<minh) minh = h;
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        }
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        btHeightfieldTerrainShape* hfShape = new btHeightfieldTerrainShape(
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            sqrtVerts, sqrtVerts, heights, 1,
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            minh, maxh, 2,
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            PHY_FLOAT,true);
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        hfShape->setUseDiamondSubdivision(true);
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        btVector3 scl(triSize, triSize, 1);
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        hfShape->setLocalScaling(scl);
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        btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo(0,0,hfShape);
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        RigidBody* body = new RigidBody(CI,name);
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        body->getWorldTransform().setOrigin(btVector3( (x+0.5)*triSize*(sqrtVerts-1), (y+0.5)*triSize*(sqrtVerts-1), (maxh+minh)/2.f));
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        HeightField hf;
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        hf.mBody = body;
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        hf.mShape = hfShape;
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        mHeightFieldMap [name] = hf;
 | 
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        mDynamicsWorld->addRigidBody(body,CollisionType_HeightMap,
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						|
                                    CollisionType_Actor|CollisionType_Raycasting|CollisionType_Projectile);
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						|
    }
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    void PhysicEngine::removeHeightField(int x, int y)
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						|
    {
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        const std::string name = "HeightField_"
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            + boost::lexical_cast<std::string>(x) + "_"
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            + boost::lexical_cast<std::string>(y);
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						|
        HeightField hf = mHeightFieldMap [name];
 | 
						|
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						|
        mDynamicsWorld->removeRigidBody(hf.mBody);
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        delete hf.mShape;
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        delete hf.mBody;
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        mHeightFieldMap.erase(name);
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    }
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    void PhysicEngine::adjustRigidBody(RigidBody* body, const Ogre::Vector3 &position, const Ogre::Quaternion &rotation,
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        const Ogre::Vector3 &scaledBoxTranslation, const Ogre::Quaternion &boxRotation)
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						|
    {
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						|
        btTransform tr;
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						|
        Ogre::Quaternion boxrot = rotation * boxRotation;
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						|
        Ogre::Vector3 transrot = boxrot * scaledBoxTranslation;
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        Ogre::Vector3 newPosition = transrot + position;
 | 
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        tr.setOrigin(btVector3(newPosition.x, newPosition.y, newPosition.z));
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        tr.setRotation(btQuaternion(boxrot.x,boxrot.y,boxrot.z,boxrot.w));
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        body->setWorldTransform(tr);
 | 
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    }
 | 
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    void PhysicEngine::boxAdjustExternal(const std::string &mesh, RigidBody* body,
 | 
						|
        float scale, const Ogre::Vector3 &position, const Ogre::Quaternion &rotation)
 | 
						|
    {
 | 
						|
        std::string sid = (boost::format("%07.3f") % scale).str();
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						|
        std::string outputstring = mesh + sid;
 | 
						|
 | 
						|
        //get the shape from the .nif
 | 
						|
        mShapeLoader->load(outputstring,"General");
 | 
						|
        BulletShapeManager::getSingletonPtr()->load(outputstring,"General");
 | 
						|
        BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(outputstring,"General");
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						|
 | 
						|
        adjustRigidBody(body, position, rotation, shape->mBoxTranslation * scale, shape->mBoxRotation);
 | 
						|
    }
 | 
						|
 | 
						|
    RigidBody* PhysicEngine::createAndAdjustRigidBody(const std::string &mesh, const std::string &name,
 | 
						|
        float scale, const Ogre::Vector3 &position, const Ogre::Quaternion &rotation,
 | 
						|
        Ogre::Vector3* scaledBoxTranslation, Ogre::Quaternion* boxRotation, bool raycasting, bool placeable)
 | 
						|
    {
 | 
						|
        std::string sid = (boost::format("%07.3f") % scale).str();
 | 
						|
        std::string outputstring = mesh + sid;
 | 
						|
 | 
						|
        //get the shape from the .nif
 | 
						|
        mShapeLoader->load(outputstring,"General");
 | 
						|
        BulletShapeManager::getSingletonPtr()->load(outputstring,"General");
 | 
						|
        BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(outputstring,"General");
 | 
						|
 | 
						|
        if (placeable && !raycasting && shape->mCollisionShape && !shape->mHasCollisionNode)
 | 
						|
            return NULL;
 | 
						|
 | 
						|
        if (!shape->mCollisionShape && !raycasting)
 | 
						|
            return NULL;
 | 
						|
        if (!shape->mRaycastingShape && raycasting)
 | 
						|
            return NULL;
 | 
						|
 | 
						|
        btCollisionShape* collisionShape = raycasting ? shape->mRaycastingShape : shape->mCollisionShape;
 | 
						|
 | 
						|
        // If this is an animated compound shape, we must duplicate it so we can animate
 | 
						|
        // multiple instances independently.
 | 
						|
        if (!raycasting && !shape->mAnimatedShapes.empty())
 | 
						|
            collisionShape = duplicateCollisionShape(collisionShape);
 | 
						|
        if (raycasting && !shape->mAnimatedRaycastingShapes.empty())
 | 
						|
            collisionShape = duplicateCollisionShape(collisionShape);
 | 
						|
 | 
						|
        collisionShape->setLocalScaling( btVector3(scale,scale,scale));
 | 
						|
 | 
						|
        //create the real body
 | 
						|
        btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo
 | 
						|
                (0,0, collisionShape);
 | 
						|
        RigidBody* body = new RigidBody(CI,name);
 | 
						|
        body->mPlaceable = placeable;
 | 
						|
 | 
						|
        if (!raycasting && !shape->mAnimatedShapes.empty())
 | 
						|
        {
 | 
						|
            AnimatedShapeInstance instance;
 | 
						|
            instance.mAnimatedShapes = shape->mAnimatedShapes;
 | 
						|
            instance.mCompound = collisionShape;
 | 
						|
            mAnimatedShapes[body] = instance;
 | 
						|
        }
 | 
						|
        if (raycasting && !shape->mAnimatedRaycastingShapes.empty())
 | 
						|
        {
 | 
						|
            AnimatedShapeInstance instance;
 | 
						|
            instance.mAnimatedShapes = shape->mAnimatedRaycastingShapes;
 | 
						|
            instance.mCompound = collisionShape;
 | 
						|
            mAnimatedRaycastingShapes[body] = instance;
 | 
						|
        }
 | 
						|
 | 
						|
        if(scaledBoxTranslation != 0)
 | 
						|
            *scaledBoxTranslation = shape->mBoxTranslation * scale;
 | 
						|
        if(boxRotation != 0)
 | 
						|
            *boxRotation = shape->mBoxRotation;
 | 
						|
 | 
						|
        adjustRigidBody(body, position, rotation, shape->mBoxTranslation * scale, shape->mBoxRotation);
 | 
						|
 | 
						|
        if (!raycasting)
 | 
						|
        {
 | 
						|
            assert (mCollisionObjectMap.find(name) == mCollisionObjectMap.end());
 | 
						|
            mCollisionObjectMap[name] = body;
 | 
						|
            mDynamicsWorld->addRigidBody(body,CollisionType_World,CollisionType_Actor|CollisionType_HeightMap);
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            assert (mRaycastingObjectMap.find(name) == mRaycastingObjectMap.end());
 | 
						|
            mRaycastingObjectMap[name] = body;
 | 
						|
            mDynamicsWorld->addRigidBody(body,CollisionType_Raycasting,CollisionType_Raycasting|CollisionType_Projectile);
 | 
						|
        }
 | 
						|
 | 
						|
        return body;
 | 
						|
    }
 | 
						|
 | 
						|
    void PhysicEngine::removeRigidBody(const std::string &name)
 | 
						|
    {
 | 
						|
        RigidBodyContainer::iterator it = mCollisionObjectMap.find(name);
 | 
						|
        if (it != mCollisionObjectMap.end() )
 | 
						|
        {
 | 
						|
            RigidBody* body = it->second;
 | 
						|
            if(body != NULL)
 | 
						|
            {
 | 
						|
                mDynamicsWorld->removeRigidBody(body);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        it = mRaycastingObjectMap.find(name);
 | 
						|
        if (it != mRaycastingObjectMap.end() )
 | 
						|
        {
 | 
						|
            RigidBody* body = it->second;
 | 
						|
            if(body != NULL)
 | 
						|
            {
 | 
						|
                mDynamicsWorld->removeRigidBody(body);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void PhysicEngine::deleteRigidBody(const std::string &name)
 | 
						|
    {
 | 
						|
        RigidBodyContainer::iterator it = mCollisionObjectMap.find(name);
 | 
						|
        if (it != mCollisionObjectMap.end() )
 | 
						|
        {
 | 
						|
            RigidBody* body = it->second;
 | 
						|
 | 
						|
            if(body != NULL)
 | 
						|
            {
 | 
						|
                if (mAnimatedShapes.find(body) != mAnimatedShapes.end())
 | 
						|
                    deleteShape(mAnimatedShapes[body].mCompound);
 | 
						|
                mAnimatedShapes.erase(body);
 | 
						|
 | 
						|
                delete body;
 | 
						|
            }
 | 
						|
            mCollisionObjectMap.erase(it);
 | 
						|
        }
 | 
						|
        it = mRaycastingObjectMap.find(name);
 | 
						|
        if (it != mRaycastingObjectMap.end() )
 | 
						|
        {
 | 
						|
            RigidBody* body = it->second;
 | 
						|
 | 
						|
            if(body != NULL)
 | 
						|
            {
 | 
						|
                if (mAnimatedRaycastingShapes.find(body) != mAnimatedRaycastingShapes.end())
 | 
						|
                    deleteShape(mAnimatedRaycastingShapes[body].mCompound);
 | 
						|
                mAnimatedRaycastingShapes.erase(body);
 | 
						|
 | 
						|
                delete body;
 | 
						|
            }
 | 
						|
            mRaycastingObjectMap.erase(it);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    RigidBody* PhysicEngine::getRigidBody(const std::string &name, bool raycasting)
 | 
						|
    {
 | 
						|
        RigidBodyContainer* map = raycasting ? &mRaycastingObjectMap : &mCollisionObjectMap;
 | 
						|
        RigidBodyContainer::iterator it = map->find(name);
 | 
						|
        if (it != map->end() )
 | 
						|
        {
 | 
						|
            RigidBody* body = (*map)[name];
 | 
						|
            return body;
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            return NULL;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    class ContactTestResultCallback : public btCollisionWorld::ContactResultCallback
 | 
						|
    {
 | 
						|
    public:
 | 
						|
        std::vector<std::string> mResult;
 | 
						|
 | 
						|
        // added in bullet 2.81
 | 
						|
        // this is just a quick hack, as there does not seem to be a BULLET_VERSION macro?
 | 
						|
#if defined(BT_COLLISION_OBJECT_WRAPPER_H)
 | 
						|
        virtual	btScalar addSingleResult(btManifoldPoint& cp,
 | 
						|
                                            const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,
 | 
						|
                                            const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
 | 
						|
        {
 | 
						|
            const RigidBody* body = dynamic_cast<const RigidBody*>(colObj0Wrap->m_collisionObject);
 | 
						|
            if (body && !(colObj0Wrap->m_collisionObject->getBroadphaseHandle()->m_collisionFilterGroup
 | 
						|
                          & CollisionType_Raycasting))
 | 
						|
                mResult.push_back(body->mName);
 | 
						|
 | 
						|
            return 0.f;
 | 
						|
        }
 | 
						|
#else
 | 
						|
        virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* col0, int partId0, int index0,
 | 
						|
                                         const btCollisionObject* col1, int partId1, int index1)
 | 
						|
        {
 | 
						|
            const RigidBody* body = dynamic_cast<const RigidBody*>(col0);
 | 
						|
            if (body && !(col0->getBroadphaseHandle()->m_collisionFilterGroup
 | 
						|
                          & CollisionType_Raycasting))
 | 
						|
                mResult.push_back(body->mName);
 | 
						|
 | 
						|
            return 0.f;
 | 
						|
        }
 | 
						|
#endif
 | 
						|
    };
 | 
						|
 | 
						|
    class DeepestNotMeContactTestResultCallback : public btCollisionWorld::ContactResultCallback
 | 
						|
    {
 | 
						|
        const std::string &mFilter;
 | 
						|
        // Store the real origin, since the shape's origin is its center
 | 
						|
        btVector3 mOrigin;
 | 
						|
 | 
						|
    public:
 | 
						|
        const RigidBody *mObject;
 | 
						|
        btVector3 mContactPoint;
 | 
						|
        btScalar mLeastDistSqr;
 | 
						|
 | 
						|
        DeepestNotMeContactTestResultCallback(const std::string &filter, const btVector3 &origin)
 | 
						|
          : mFilter(filter), mOrigin(origin), mObject(0), mContactPoint(0,0,0),
 | 
						|
            mLeastDistSqr(std::numeric_limits<float>::max())
 | 
						|
        { }
 | 
						|
 | 
						|
#if defined(BT_COLLISION_OBJECT_WRAPPER_H)
 | 
						|
        virtual btScalar addSingleResult(btManifoldPoint& cp,
 | 
						|
                                         const btCollisionObjectWrapper* col0Wrap,int partId0,int index0,
 | 
						|
                                         const btCollisionObjectWrapper* col1Wrap,int partId1,int index1)
 | 
						|
        {
 | 
						|
            const RigidBody* body = dynamic_cast<const RigidBody*>(col1Wrap->m_collisionObject);
 | 
						|
            if(body && body->mName != mFilter)
 | 
						|
            {
 | 
						|
                btScalar distsqr = mOrigin.distance2(cp.getPositionWorldOnA());
 | 
						|
                if(!mObject || distsqr < mLeastDistSqr)
 | 
						|
                {
 | 
						|
                    mObject = body;
 | 
						|
                    mLeastDistSqr = distsqr;
 | 
						|
                    mContactPoint = cp.getPositionWorldOnA();
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            return 0.f;
 | 
						|
        }
 | 
						|
#else
 | 
						|
        virtual btScalar addSingleResult(btManifoldPoint& cp,
 | 
						|
                                         const btCollisionObject* col0, int partId0, int index0,
 | 
						|
                                         const btCollisionObject* col1, int partId1, int index1)
 | 
						|
        {
 | 
						|
            const RigidBody* body = dynamic_cast<const RigidBody*>(col1);
 | 
						|
            if(body && body->mName != mFilter)
 | 
						|
            {
 | 
						|
                btScalar distsqr = mOrigin.distance2(cp.getPositionWorldOnA());
 | 
						|
                if(!mObject || distsqr < mLeastDistSqr)
 | 
						|
                {
 | 
						|
                    mObject = body;
 | 
						|
                    mLeastDistSqr = distsqr;
 | 
						|
                    mContactPoint = cp.getPositionWorldOnA();
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            return 0.f;
 | 
						|
        }
 | 
						|
#endif
 | 
						|
    };
 | 
						|
 | 
						|
 | 
						|
    std::vector<std::string> PhysicEngine::getCollisions(const std::string& name, int collisionGroup, int collisionMask)
 | 
						|
    {
 | 
						|
        RigidBody* body = getRigidBody(name);
 | 
						|
        if (!body) // fall back to raycasting body if there is no collision body
 | 
						|
            body = getRigidBody(name, true);
 | 
						|
        ContactTestResultCallback callback;
 | 
						|
        callback.m_collisionFilterGroup = collisionGroup;
 | 
						|
        callback.m_collisionFilterMask = collisionMask;
 | 
						|
        mDynamicsWorld->contactTest(body, callback);
 | 
						|
        return callback.mResult;
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
    std::pair<const RigidBody*,btVector3> PhysicEngine::getFilteredContact(const std::string &filter,
 | 
						|
                                                                           const btVector3 &origin,
 | 
						|
                                                                           btCollisionObject *object)
 | 
						|
    {
 | 
						|
        DeepestNotMeContactTestResultCallback callback(filter, origin);
 | 
						|
        callback.m_collisionFilterGroup = CollisionType_Actor;
 | 
						|
        callback.m_collisionFilterMask = CollisionType_World | CollisionType_HeightMap | CollisionType_Actor;
 | 
						|
        mDynamicsWorld->contactTest(object, callback);
 | 
						|
        return std::make_pair(callback.mObject, callback.mContactPoint);
 | 
						|
    }
 | 
						|
 | 
						|
    void PhysicEngine::stepSimulation(double deltaT)
 | 
						|
    {
 | 
						|
        // This seems to be needed for character controller objects
 | 
						|
        mDynamicsWorld->stepSimulation(deltaT,10, 1/60.0);
 | 
						|
        if(isDebugCreated)
 | 
						|
        {
 | 
						|
            mDebugDrawer->step();
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void PhysicEngine::addCharacter(const std::string &name, const std::string &mesh,
 | 
						|
        const Ogre::Vector3 &position, float scale, const Ogre::Quaternion &rotation)
 | 
						|
    {
 | 
						|
        // Remove character with given name, so we don't make memory
 | 
						|
        // leak when character would be added twice
 | 
						|
        removeCharacter(name);
 | 
						|
 | 
						|
        PhysicActor* newActor = new PhysicActor(name, mesh, this, position, rotation, scale);
 | 
						|
 | 
						|
        mActorMap[name] = newActor;
 | 
						|
    }
 | 
						|
 | 
						|
    void PhysicEngine::removeCharacter(const std::string &name)
 | 
						|
    {
 | 
						|
        PhysicActorContainer::iterator it = mActorMap.find(name);
 | 
						|
        if (it != mActorMap.end() )
 | 
						|
        {
 | 
						|
            PhysicActor* act = it->second;
 | 
						|
            if(act != NULL)
 | 
						|
            {
 | 
						|
                delete act;
 | 
						|
            }
 | 
						|
            mActorMap.erase(it);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    PhysicActor* PhysicEngine::getCharacter(const std::string &name)
 | 
						|
    {
 | 
						|
        PhysicActorContainer::iterator it = mActorMap.find(name);
 | 
						|
        if (it != mActorMap.end() )
 | 
						|
        {
 | 
						|
            PhysicActor* act = mActorMap[name];
 | 
						|
            return act;
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            return 0;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    std::pair<std::string,float> PhysicEngine::rayTest(const btVector3 &from, const btVector3 &to, bool raycastingObjectOnly, bool ignoreHeightMap, Ogre::Vector3* normal)
 | 
						|
    {
 | 
						|
        std::string name = "";
 | 
						|
        float d = -1;
 | 
						|
 | 
						|
        btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);
 | 
						|
        resultCallback1.m_collisionFilterGroup = 0xff;
 | 
						|
        if(raycastingObjectOnly)
 | 
						|
            resultCallback1.m_collisionFilterMask = CollisionType_Raycasting|CollisionType_Actor;
 | 
						|
        else
 | 
						|
            resultCallback1.m_collisionFilterMask = CollisionType_World;
 | 
						|
 | 
						|
        if(!ignoreHeightMap)
 | 
						|
            resultCallback1.m_collisionFilterMask = resultCallback1.m_collisionFilterMask | CollisionType_HeightMap;
 | 
						|
        mDynamicsWorld->rayTest(from, to, resultCallback1);
 | 
						|
        if (resultCallback1.hasHit())
 | 
						|
        {
 | 
						|
            name = static_cast<const RigidBody&>(*resultCallback1.m_collisionObject).mName;
 | 
						|
            d = resultCallback1.m_closestHitFraction;
 | 
						|
            if (normal)
 | 
						|
                *normal = Ogre::Vector3(resultCallback1.m_hitNormalWorld.x(),
 | 
						|
                                        resultCallback1.m_hitNormalWorld.y(),
 | 
						|
                                        resultCallback1.m_hitNormalWorld.z());
 | 
						|
        }
 | 
						|
 | 
						|
        return std::pair<std::string,float>(name,d);
 | 
						|
    }
 | 
						|
 | 
						|
    // callback that ignores player in results
 | 
						|
    struct	OurClosestConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
 | 
						|
    {
 | 
						|
    public:
 | 
						|
        OurClosestConvexResultCallback(const btVector3&	convexFromWorld,const btVector3&	convexToWorld)
 | 
						|
            : btCollisionWorld::ClosestConvexResultCallback(convexFromWorld, convexToWorld) {}
 | 
						|
 | 
						|
        virtual	btScalar	addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
 | 
						|
        {
 | 
						|
            if (const RigidBody* body = dynamic_cast<const RigidBody*>(convexResult.m_hitCollisionObject))
 | 
						|
                if (body->mName == "player")
 | 
						|
                    return 0;
 | 
						|
            return btCollisionWorld::ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
 | 
						|
        }
 | 
						|
    };
 | 
						|
 | 
						|
    std::pair<bool, float> PhysicEngine::sphereCast (float radius, btVector3& from, btVector3& to)
 | 
						|
    {
 | 
						|
        OurClosestConvexResultCallback callback(from, to);
 | 
						|
        callback.m_collisionFilterGroup = 0xff;
 | 
						|
        callback.m_collisionFilterMask = OEngine::Physic::CollisionType_World|OEngine::Physic::CollisionType_HeightMap;
 | 
						|
 | 
						|
        btSphereShape shape(radius);
 | 
						|
        const btQuaternion btrot(0.0f, 0.0f, 0.0f);
 | 
						|
 | 
						|
        btTransform from_ (btrot, from);
 | 
						|
        btTransform to_ (btrot, to);
 | 
						|
 | 
						|
        mDynamicsWorld->convexSweepTest(&shape, from_, to_, callback);
 | 
						|
 | 
						|
        if (callback.hasHit())
 | 
						|
            return std::make_pair(true, callback.m_closestHitFraction);
 | 
						|
        else
 | 
						|
            return std::make_pair(false, 1);
 | 
						|
    }
 | 
						|
 | 
						|
    std::vector< std::pair<float, std::string> > PhysicEngine::rayTest2(const btVector3& from, const btVector3& to, int filterGroup)
 | 
						|
    {
 | 
						|
        MyRayResultCallback resultCallback1;
 | 
						|
        resultCallback1.m_collisionFilterGroup = filterGroup;
 | 
						|
        resultCallback1.m_collisionFilterMask = CollisionType_Raycasting|CollisionType_Actor|CollisionType_HeightMap;
 | 
						|
        mDynamicsWorld->rayTest(from, to, resultCallback1);
 | 
						|
        std::vector< std::pair<float, const btCollisionObject*> > results = resultCallback1.results;
 | 
						|
 | 
						|
        std::vector< std::pair<float, std::string> > results2;
 | 
						|
 | 
						|
        for (std::vector< std::pair<float, const btCollisionObject*> >::iterator it=results.begin();
 | 
						|
            it != results.end(); ++it)
 | 
						|
        {
 | 
						|
            results2.push_back( std::make_pair( (*it).first, static_cast<const RigidBody&>(*(*it).second).mName ) );
 | 
						|
        }
 | 
						|
 | 
						|
        std::sort(results2.begin(), results2.end(), MyRayResultCallback::cmp);
 | 
						|
 | 
						|
        return results2;
 | 
						|
    }
 | 
						|
 | 
						|
    void PhysicEngine::getObjectAABB(const std::string &mesh, float scale, btVector3 &min, btVector3 &max)
 | 
						|
    {
 | 
						|
        std::string sid = (boost::format("%07.3f") % scale).str();
 | 
						|
        std::string outputstring = mesh + sid;
 | 
						|
 | 
						|
        mShapeLoader->load(outputstring, "General");
 | 
						|
        BulletShapeManager::getSingletonPtr()->load(outputstring, "General");
 | 
						|
        BulletShapePtr shape =
 | 
						|
            BulletShapeManager::getSingleton().getByName(outputstring, "General");
 | 
						|
 | 
						|
        btTransform trans;
 | 
						|
        trans.setIdentity();
 | 
						|
 | 
						|
        if (shape->mRaycastingShape)
 | 
						|
            shape->mRaycastingShape->getAabb(trans, min, max);
 | 
						|
        else if (shape->mCollisionShape)
 | 
						|
            shape->mCollisionShape->getAabb(trans, min, max);
 | 
						|
        else
 | 
						|
        {
 | 
						|
            min = btVector3(0,0,0);
 | 
						|
            max = btVector3(0,0,0);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
}
 | 
						|
}
 |