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			729 lines
		
	
	
	
		
			25 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			729 lines
		
	
	
	
		
			25 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 "CMotionState.h"
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#include "OgreRoot.h"
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#include "btKinematicCharacterController.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 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), mBoxScaledTranslation(0,0,0), mBoxRotationInverse(0,0,0,0)
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      , mBody(0), mRaycastingBody(0), onGround(false), collisionMode(true), mBoxRotation(0,0,0,0), verticalForce(0.0f)
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    {
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        // FIXME: Force player to start in no-collision mode for now, until he spawns at a proper door marker.
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        if(name == "player")
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            collisionMode = false;
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        mBody = mEngine->createAndAdjustRigidBody(mMesh, mName, scale, position, rotation, &mBoxScaledTranslation, &mBoxRotation);
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        mRaycastingBody = mEngine->createAndAdjustRigidBody(mMesh, mName, scale, position, rotation, &mBoxScaledTranslation, &mBoxRotation, true);
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        Ogre::Quaternion inverse = mBoxRotation.Inverse();
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        mBoxRotationInverse = btQuaternion(inverse.x, inverse.y, inverse.z,inverse.w);
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        mEngine->addRigidBody(mBody, false, mRaycastingBody,true);  //Add rigid body to dynamics world, but do not add to object map
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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->dynamicsWorld->removeRigidBody(mBody);
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            delete mBody;
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        }
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        if(mRaycastingBody)
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        {
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            mEngine->dynamicsWorld->removeRigidBody(mRaycastingBody);
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            delete mRaycastingBody;
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        }
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    }
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    void PhysicActor::enableCollisions(bool collision)
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    {
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        assert(mBody);
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        if(collision && !collisionMode) mBody->translate(btVector3(0,0,-1000));
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        if(!collision && collisionMode) mBody->translate(btVector3(0,0,1000));
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        collisionMode = collision;
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    }
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    void PhysicActor::setPosition(const Ogre::Vector3 &pos)
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    {
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        assert(mBody);
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        if(pos != getPosition())
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        {
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            mEngine->adjustRigidBody(mBody, pos, getRotation(), mBoxScaledTranslation, mBoxRotation);
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            mEngine->adjustRigidBody(mRaycastingBody, pos, getRotation(), mBoxScaledTranslation, mBoxRotation);
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        }
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    }
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    void PhysicActor::setRotation(const Ogre::Quaternion &quat)
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    {
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        assert(mBody);
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        if(!quat.equals(getRotation(), Ogre::Radian(0))){
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            mEngine->adjustRigidBody(mBody, getPosition(), quat, mBoxScaledTranslation, mBoxRotation);
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            mEngine->adjustRigidBody(mRaycastingBody, getPosition(), quat, mBoxScaledTranslation, mBoxRotation);
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        }
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    }
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    Ogre::Vector3 PhysicActor::getPosition()
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    {
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        assert(mBody);
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        btVector3 vec = mBody->getWorldTransform().getOrigin();
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        Ogre::Quaternion rotation = Ogre::Quaternion(mBody->getWorldTransform().getRotation().getW(), mBody->getWorldTransform().getRotation().getX(),
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            mBody->getWorldTransform().getRotation().getY(), mBody->getWorldTransform().getRotation().getZ());
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        Ogre::Vector3 transrot = rotation * mBoxScaledTranslation;
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        Ogre::Vector3 visualPosition = Ogre::Vector3(vec.getX(), vec.getY(), vec.getZ()) - transrot;
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        return visualPosition;
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    }
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    Ogre::Quaternion PhysicActor::getRotation()
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    {
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        assert(mBody);
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        btQuaternion quat = mBody->getWorldTransform().getRotation() * mBoxRotationInverse;
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        return Ogre::Quaternion(quat.getW(), quat.getX(), quat.getY(), quat.getZ());
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    }
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    void PhysicActor::setScale(float scale){
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        //We only need to change the scaled box translation, box rotations remain the same.
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        assert(mBody);
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        mBoxScaledTranslation = mBoxScaledTranslation / mBody->getCollisionShape()->getLocalScaling().getX();
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        mBoxScaledTranslation *= scale;
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        Ogre::Vector3 pos = getPosition();
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        Ogre::Quaternion rot = getRotation();
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        if(mBody){
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            mEngine->dynamicsWorld->removeRigidBody(mBody);
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            mEngine->dynamicsWorld->removeRigidBody(mRaycastingBody);
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            delete mBody;
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            delete mRaycastingBody;
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        }
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        //Create the newly scaled rigid body
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        mBody = mEngine->createAndAdjustRigidBody(mMesh, mName, scale, pos, rot);
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        mRaycastingBody = mEngine->createAndAdjustRigidBody(mMesh, mName, scale, pos, rot, 0, 0, true);
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        mEngine->addRigidBody(mBody, false, mRaycastingBody,true);  //Add rigid body to dynamics world, but do not add to object map
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    }
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    Ogre::Vector3 PhysicActor::getHalfExtents() const
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    {
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        if(mBody)
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        {
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            btBoxShape *box = static_cast<btBoxShape*>(mBody->getCollisionShape());
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            if(box != NULL)
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            {
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                btVector3 size = box->getHalfExtentsWithMargin();
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                return Ogre::Vector3(size.getX(), size.getY(), size.getZ());
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            }
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        }
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        return Ogre::Vector3(0.0f);
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    }
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    void PhysicActor::setVerticalForce(float force)
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    {
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        verticalForce = force;
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    }
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    float PhysicActor::getVerticalForce() const
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    {
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        return verticalForce;
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    }
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    void PhysicActor::setOnGround(bool grounded)
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    {
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        onGround = grounded;
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    }
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    bool PhysicActor::getOnGround() const
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    {
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        return collisionMode && onGround;
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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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    {
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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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        //btOverlappingPairCache* pairCache = new btSortedOverlappingPairCache();
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        pairCache = new btSortedOverlappingPairCache();
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        //pairCache->setInternalGhostPairCallback( new btGhostPairCallback() );
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        broadphase = new btDbvtBroadphase();
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        // The world.
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        dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
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        dynamicsWorld->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, dynamicsWorld);
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            dynamicsWorld->setDebugDrawer(mDebugDrawer);
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            isDebugCreated = true;
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            dynamicsWorld->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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        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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            dynamicsWorld->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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                dynamicsWorld->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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                dynamicsWorld->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 dynamicsWorld;
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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 pairCache;
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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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        CMotionState* newMotionState = new CMotionState(this,name);
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        btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo(0,newMotionState,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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        dynamicsWorld->addRigidBody(body,CollisionType_HeightMap|CollisionType_Raycasting,
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                                    CollisionType_World|CollisionType_Actor|CollisionType_Raycasting);
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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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        dynamicsWorld->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,
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        float scale, const Ogre::Vector3 &position, const Ogre::Quaternion &rotation)
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    {
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        std::string sid = (boost::format("%07.3f") % scale).str();
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        std::string outputstring = mesh + sid;
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        //std::cout << "The string" << outputstring << "\n";
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        //get the shape from the .nif
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        mShapeLoader->load(outputstring,"General");
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        BulletShapeManager::getSingletonPtr()->load(outputstring,"General");
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        BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(outputstring,"General");
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        adjustRigidBody(body, position, rotation, shape->mBoxTranslation * scale, shape->mBoxRotation);
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    }
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    RigidBody* PhysicEngine::createAndAdjustRigidBody(const std::string &mesh, const std::string &name,
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        float scale, const Ogre::Vector3 &position, const Ogre::Quaternion &rotation,
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        Ogre::Vector3* scaledBoxTranslation, Ogre::Quaternion* boxRotation, bool raycasting, bool placeable)
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    {
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        std::string sid = (boost::format("%07.3f") % scale).str();
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        std::string outputstring = mesh + sid;
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        //get the shape from the .nif
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        mShapeLoader->load(outputstring,"General");
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        BulletShapeManager::getSingletonPtr()->load(outputstring,"General");
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        BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(outputstring,"General");
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        if (placeable && !raycasting && shape->mCollisionShape && !shape->mHasCollisionNode)
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            return NULL;
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        if (!shape->mCollisionShape && !raycasting)
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            return NULL;
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        if (!shape->mRaycastingShape && raycasting)
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            return NULL;
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        if (!raycasting)
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            shape->mCollisionShape->setLocalScaling( btVector3(scale,scale,scale));
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        else
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            shape->mRaycastingShape->setLocalScaling( btVector3(scale,scale,scale));
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        //create the motionState
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        CMotionState* newMotionState = new CMotionState(this,name);
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        //create the real body
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        btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo
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                (0,newMotionState, raycasting ? shape->mRaycastingShape : shape->mCollisionShape);
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        RigidBody* body = new RigidBody(CI,name);
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        body->mPlaceable = placeable;
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        if(scaledBoxTranslation != 0)
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            *scaledBoxTranslation = shape->mBoxTranslation * scale;
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        if(boxRotation != 0)
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            *boxRotation = shape->mBoxRotation;
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        adjustRigidBody(body, position, rotation, shape->mBoxTranslation * scale, shape->mBoxRotation);
 | 
						|
 | 
						|
        return body;
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
    void PhysicEngine::addRigidBody(RigidBody* body, bool addToMap, RigidBody* raycastingBody,bool actor)
 | 
						|
    {
 | 
						|
        if(!body && !raycastingBody)
 | 
						|
            return; // nothing to do
 | 
						|
 | 
						|
        const std::string& name = (body ? body->mName : raycastingBody->mName);
 | 
						|
 | 
						|
        if (body){
 | 
						|
            if(actor) dynamicsWorld->addRigidBody(body,CollisionType_Actor,CollisionType_World|CollisionType_HeightMap);
 | 
						|
            else dynamicsWorld->addRigidBody(body,CollisionType_World,CollisionType_World|CollisionType_Actor|CollisionType_HeightMap);
 | 
						|
        }
 | 
						|
 | 
						|
        if (raycastingBody)
 | 
						|
            dynamicsWorld->addRigidBody(raycastingBody,CollisionType_Raycasting,CollisionType_Raycasting|CollisionType_World);
 | 
						|
 | 
						|
        if(addToMap){
 | 
						|
            removeRigidBody(name);
 | 
						|
            deleteRigidBody(name);
 | 
						|
 | 
						|
            if (body)
 | 
						|
                mCollisionObjectMap[name] = body;
 | 
						|
            if (raycastingBody)
 | 
						|
                mRaycastingObjectMap[name] = raycastingBody;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void PhysicEngine::removeRigidBody(const std::string &name)
 | 
						|
    {
 | 
						|
        RigidBodyContainer::iterator it = mCollisionObjectMap.find(name);
 | 
						|
        if (it != mCollisionObjectMap.end() )
 | 
						|
        {
 | 
						|
            RigidBody* body = it->second;
 | 
						|
            if(body != NULL)
 | 
						|
            {
 | 
						|
                dynamicsWorld->removeRigidBody(body);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        it = mRaycastingObjectMap.find(name);
 | 
						|
        if (it != mRaycastingObjectMap.end() )
 | 
						|
        {
 | 
						|
            RigidBody* body = it->second;
 | 
						|
            if(body != NULL)
 | 
						|
            {
 | 
						|
                dynamicsWorld->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)
 | 
						|
            {
 | 
						|
                delete body;
 | 
						|
            }
 | 
						|
            mCollisionObjectMap.erase(it);
 | 
						|
        }
 | 
						|
        it = mRaycastingObjectMap.find(name);
 | 
						|
        if (it != mRaycastingObjectMap.end() )
 | 
						|
        {
 | 
						|
            RigidBody* body = it->second;
 | 
						|
 | 
						|
            if(body != NULL)
 | 
						|
            {
 | 
						|
                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)
 | 
						|
                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)
 | 
						|
                mResult.push_back(body->mName);
 | 
						|
            return 0.f;
 | 
						|
        }
 | 
						|
#endif
 | 
						|
    };
 | 
						|
 | 
						|
    std::vector<std::string> PhysicEngine::getCollisions(const std::string& name)
 | 
						|
    {
 | 
						|
        RigidBody* body = getRigidBody(name);
 | 
						|
        ContactTestResultCallback callback;
 | 
						|
        dynamicsWorld->contactTest(body, callback);
 | 
						|
        return callback.mResult;
 | 
						|
    }
 | 
						|
 | 
						|
    void PhysicEngine::stepSimulation(double deltaT)
 | 
						|
    {
 | 
						|
        // This seems to be needed for character controller objects
 | 
						|
        dynamicsWorld->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);
 | 
						|
        
 | 
						|
 | 
						|
        //dynamicsWorld->addAction( newActor->mCharacter );
 | 
						|
        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;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void PhysicEngine::emptyEventLists(void)
 | 
						|
    {
 | 
						|
    }
 | 
						|
 | 
						|
    std::pair<std::string,float> PhysicEngine::rayTest(btVector3& from,btVector3& to,bool raycastingObjectOnly,bool ignoreHeightMap)
 | 
						|
    {
 | 
						|
        std::string name = "";
 | 
						|
        float d = -1;
 | 
						|
 | 
						|
        float d1 = 10000.;
 | 
						|
        btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);
 | 
						|
        if(raycastingObjectOnly)
 | 
						|
            resultCallback1.m_collisionFilterMask = CollisionType_Raycasting;
 | 
						|
        else
 | 
						|
            resultCallback1.m_collisionFilterMask = CollisionType_World;
 | 
						|
 | 
						|
        if(!ignoreHeightMap)
 | 
						|
            resultCallback1.m_collisionFilterMask = resultCallback1.m_collisionFilterMask | CollisionType_HeightMap;
 | 
						|
        dynamicsWorld->rayTest(from, to, resultCallback1);
 | 
						|
        if (resultCallback1.hasHit())
 | 
						|
        {
 | 
						|
            name = static_cast<const RigidBody&>(*resultCallback1.m_collisionObject).mName;
 | 
						|
            d1 = resultCallback1.m_closestHitFraction;
 | 
						|
            d = d1;
 | 
						|
        }
 | 
						|
 | 
						|
        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_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);
 | 
						|
 | 
						|
        dynamicsWorld->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(btVector3& from, btVector3& to)
 | 
						|
    {
 | 
						|
        MyRayResultCallback resultCallback1;
 | 
						|
        resultCallback1.m_collisionFilterMask = CollisionType_Raycasting;
 | 
						|
        dynamicsWorld->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);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    bool PhysicEngine::isAnyActorStandingOn (const std::string& objectName)
 | 
						|
    {
 | 
						|
        for (PhysicActorContainer::iterator it = mActorMap.begin(); it != mActorMap.end(); ++it)
 | 
						|
        {
 | 
						|
            if (!it->second->getOnGround())
 | 
						|
                continue;
 | 
						|
            Ogre::Vector3 pos = it->second->getPosition();
 | 
						|
            btVector3 from (pos.x, pos.y, pos.z);
 | 
						|
            btVector3 to = from - btVector3(0,0,5);
 | 
						|
            std::pair<std::string, float> result = rayTest(from, to);
 | 
						|
            if (result.first == objectName)
 | 
						|
                return true;
 | 
						|
        }
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
}
 | 
						|
}
 |