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@ -1,26 +1,16 @@
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#ifndef CSV_WORLD_PHYSICSENGINE_H
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#define CSV_WORLD_PHYSICSENGINE_H
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//#include <vector>
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#include <map>
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#include <BulletDynamics/Dynamics/btRigidBody.h>
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//#include "BulletCollision/CollisionDispatch/btGhostObject.h"
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//#include <string>
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//#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
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//#include <boost/shared_ptr.hpp>
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//#include <OgreVector3.h>
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//#include <OgreQuaternion.h>
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//class btRigidBody;
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class btBroadphaseInterface;
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class btDefaultCollisionConfiguration;
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class btSequentialImpulseConstraintSolver;
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class btCollisionDispatcher;
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class btDiscreteDynamicsWorld;
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class btHeightfieldTerrainShape;
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//class btCollisionObject;
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namespace BtOgre
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{
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@ -45,46 +35,6 @@ namespace OEngine
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namespace CSVWorld
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{
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// enum btIDebugDraw::DebugDrawModes
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// {
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// DBG_NoDebug=0,
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// DBG_DrawWireframe = 1,
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// DBG_DrawAabb=2,
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// DBG_DrawFeaturesText=4,
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// DBG_DrawContactPoints=8,
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// DBG_NoDeactivation=16,
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// DBG_NoHelpText = 32,
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// DBG_DrawText=64,
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// DBG_ProfileTimings = 128,
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// DBG_EnableSatComparison = 256,
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// DBG_DisableBulletLCP = 512,
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// DBG_EnableCCD = 1024,
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// DBG_DrawConstraints = (1 << 11),
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// DBG_DrawConstraintLimits = (1 << 12),
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// DBG_FastWireframe = (1<<13),
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// DBG_DrawNormals = (1<<14),
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// DBG_MAX_DEBUG_DRAW_MODE
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// };
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//
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#if 0
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class CSVDebugDrawer : public BtOgre::DebugDrawer
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{
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BtOgre::DebugDrawer *mDebugDrawer;
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Ogre::SceneManager *mSceneMgr;
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Ogre::SceneNode *mSceneNode;
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int mDebugMode;
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public:
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CSVDebugDrawer(Ogre::SceneManager *sceneMgr, btDiscreteDynamicsWorld *dynamicsWorld);
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~CSVDebugDrawer();
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void setDebugMode(int mode);
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bool toggleDebugRendering();
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};
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#endif
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// This class is just an extension of normal btRigidBody in order to add extra info.
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// When bullet give back a btRigidBody, you can just do a static_cast to RigidBody,
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// so one never should use btRigidBody directly!
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@ -106,12 +56,9 @@ namespace CSVWorld
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RigidBody* mBody;
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};
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/**
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* The PhysicsEngine class contain everything which is needed for Physic.
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* It's needed that Ogre Resources are set up before the PhysicsEngine is created.
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* Note:deleting it WILL NOT delete the RigidBody!
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* TODO:unload unused resources?
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*/
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// The PhysicsEngine class contain everything which is needed for Physic.
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// It's needed that Ogre Resources are set up before the PhysicsEngine is created.
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// Note:deleting it WILL NOT delete the RigidBody!
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class PhysicsEngine
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{
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//Bullet Stuff
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@ -135,20 +82,6 @@ namespace CSVWorld
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std::map<Ogre::SceneManager *, BtOgre::DebugDrawer *> mDebugDrawers;
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std::map<Ogre::SceneManager *, Ogre::SceneNode *> mDebugSceneNodes;
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#if 0
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// from bullet
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enum CollisionFilterGroups
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{
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DefaultFilter = 1,
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StaticFilter = 2,
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KinematicFilter = 4,
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DebrisFilter = 8,
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SensorTrigger = 16,
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CharacterFilter = 32,
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AllFilter = -1 //all bits sets: DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorTrigger
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};
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#endif
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enum CollisionType {
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CollisionType_Nothing = 0, //<Collide with nothing
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CollisionType_World = 1<<0, //<Collide with world objects
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@ -174,13 +107,6 @@ namespace CSVWorld
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// Adjusts a rigid body to the right position and rotation
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void adjustRigidBody(RigidBody* body,
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const Ogre::Vector3 &position, const Ogre::Quaternion &rotation);
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#if 0
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// Mainly used to (but not limited to) adjust rigid bodies based on box shapes
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// to the right position and rotation.
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void boxAdjustExternal(const std::string &mesh,
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RigidBody* body, float scale, const Ogre::Vector3 &position,
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const Ogre::Quaternion &rotation);
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#endif
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// Add a HeightField to the simulation
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void addHeightField(float* heights,
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@ -204,6 +130,7 @@ namespace CSVWorld
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int toggleDebugRendering(Ogre::SceneManager *sceneMgr);
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void createDebugDraw(Ogre::SceneManager* sceneMgr);
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void removeDebugDraw(Ogre::SceneManager *sceneMgr);
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// Return the closest object hit by a ray. If there are no objects,
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@ -226,26 +153,6 @@ namespace CSVWorld
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// Set the debug rendering mode. 0 to turn it off.
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// Important Note: this will crash if the Render is not yet initialised!
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void setDebugRenderingMode(int mode);
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#if 0
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void getObjectAABB(const std::string &mesh,
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float scale, btVector3 &min, btVector3 &max);
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/**
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* Return all objects hit by a ray.
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*/
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std::vector< std::pair<float, std::string> > rayTest2(const btVector3 &from, const btVector3 &to, int filterGroup=0xff);
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std::pair<bool, float> sphereCast (float radius, btVector3 &from, btVector3 &to);
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///< @return (hit, relative distance)
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std::vector<std::string> getCollisions(const std::string &name, int collisionGroup, int collisionMask);
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// Get the nearest object that's inside the given object, filtering out objects of the
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// provided name
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std::pair<const RigidBody*,btVector3> getFilteredContact(const std::string &filter,
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const btVector3 &origin,
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btCollisionObject *object);
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#endif
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};
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}
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#endif // CSV_WORLD_PHYSICSENGINE_H
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